Anth0ny
Smash Master
I meant to write that, I forgot the .5^ Wouldn't that make it 5.5:4.5 (.5;-.5)?
Also, awesome post Ulevo. I'll definately try to use that dancing blade trick on someone. And the standard a trick is nice too!
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I meant to write that, I forgot the .5^ Wouldn't that make it 5.5:4.5 (.5;-.5)?
For the record, Lylat Cruise tilts, and that messes up the spacing Marth uses to use his DThrow to FSmash combo, as well as his Grab Release set ups. Lylat Cruise = Bad vs MK for Marth. Same thing for any other stage that tilts, such as Pirate Ship.But us Marths need something to beat the Snakes with!
But seriously, I could see why MK is better on Lylat and Cruise. UpB and down smash are just insanely quick kills. I agree that for this matchup, Battlefield is the way to go, even if it isn't that great of an advantage. It's 5.5:4.5 in Marth's favor.
Luigi's Mansion is bad for both MK and Marth imo. He can't combo you as easily but the stage is so ****ing big that you can't vertically kill him most of the time, and the building messes up your spacing.in the discussion should we talk about some stages that you might think will help a marth out. i personally like luigis mansion because i cant be easily gimped or comboed and most Mks will tornado alot in there(gives my counter more use than other places) and it gives you enough space to camp the Mk.
Edit: oh and ive noticed that if you hit the house with an attack it delays the attack which may be an advantage at times
Battlefield? You have a slightly advantage there and the platforms hinder the Tornado, Glide Attacks and so fourth. The stage is small so it allows both characters to get in kills relatively well, but your range and better control of platforms gives you the minuscule advantage you require against MK.yea yea ive known to do crazy counterpicks but what else would be a nice stage to keep you away from the MK but let you get those hits
I don't have any video recording devices unfortunately. My Dazzle still hasn't come in, so I'm a little annoyed about that.Ulevo, could you post a video of you doing this 72% death thing on MK?
I tried to replicate it and was only successful at around the 100-110% range.
I can do it ^_^, ill head into training and give it a try at 72.I don't have any video recording devices unfortunately. My Dazzle still hasn't come in, so I'm a little annoyed about that.
Grab Meta Knight and make sure not to touch him. Once he jumps back, wait a little. When he's at the heigh of about over Marths model, dash towards him and perform Dancing Blade. Make sure you use Forward, Up, Up, Up. The Grab Release is essential, as doing it on the ground will not pop MK high enough in order for a tip to be landed. You're likely not landing the tip of Dancing Blade. You'll know when you land it.
Wait.Grab release to dancing blade kill at 76%:
http://www.youtube.com/watch?v=24Fn7BNvtoU
Well I think that is what Ulevo meant... i think.Wait.
It probably can't be 76%
Note how your Dancing Blade did 21% there (76%-97%), and it's the last hit that has any knokback, meaning that the previous hits don't count. Seeing as the Up combo total usually deals 14% because there's damage negation, you could say it kills at 83% I suppose
OK - here it is.
Grab release to dancing blade kill at 76%:
http://www.youtube.com/watch?v=24Fn7BNvtoU
In a REAL battle, Dancing Blade decay prevents MK from dying from Dancing Blade up. In Training Mode, decay does not affect any moves so it alludes one to thinking this gimp was viable.Video removed by its user?
What's up?
I thought it was just implied that since you're suppose to camp against MK with your great defense that Counter would be reasonable.I read through pretty much all of this, and no one really seemed to mention B down as an important factor against meta knight.
An aggressive MK will try to force you into the air where you are at a severe disadvantage.I read through pretty much all of this, and no one really seemed to mention B down as an important factor against meta knight.
In my opinion, because Meta Knight also doesn't have longe ranged things, I keep my mind on B downing Meta knights moves, and I find it very useful against aggressive ones who like to try to jump off the edge and spike, or just turn out to be a little predictable. His B over can also be punished through counter, and it's sort of easy to predict it and counter it unless your stuck doing another move.
Anyways, counter seems to be very effective for me during any meta knight match because of some of his attacks can become easy to see and punish. I know this isn't much, so try not to trash this if you find it useless.
Keep in mind that this theorically guarantees KO if Metaknight is above that damage and you recently respawned.In a REAL battle, Dancing Blade decay prevents MK from dying from Dancing Blade up. In Training Mode, decay does not affect any moves so it alludes one to thinking this gimp was viable.
It's sad really, we find a lot of things from this grab release, but the best ones are always shut down, lol.
You gotta grab first...Keep in mind that this theorically guarantees KO if Metaknight is above that damage and you recently respawned.
He can't create an advantage so easily.
I took it down because training mode isn't accurate. There is no move decay and MK won't die nearly as early in a real match.Video removed by its user?
What's up?
Edit:
Never mind, did it anyway.
First possible chance is around the 72% mark, IF you do hit them a couple of times (two times to be exact) where successfully done final damage is 96%, non-tipped leaves at 88%.
So yeah, if you hit him and the final damage is 96% or higher (ignoring decal) it's his death.
Steel was right then when he says that 76% is more accurate.
No, Dancing Blade as a whole degrades itself regardless of variants in tilted direction or number of the move. In other words, if you just spammed the first Dancing Blade hit the entire match and then went to use a full combo involving all upward variants, it would be much weaker.You gotta grab first...
That said, noob question I know, but I completely forgot, do all the final strikes of the dancing blade suffer move degradation together? Or do they all degrade separately.
If so, all you need to do is lay off the final up-strike and the combo is still viable, albeit requiring a little higher damage.
nice...[/sarcasm]No, Dancing Blade as a whole degrades itself regardless of variants in tilted direction or number of the move. In other words, if you just spammed the first Dancing Blade hit the entire match and then went to use a full combo involving all upward variants, it would be much weaker.
Also, this combo as I just tested doesn't start to KO fresh if pulled off at about 105% without DI.